/Engine/Source/Runtime/Engine/Classes/Particles/ParticleSystem.h
A ParticleSystem is a complete particle effect that contains any number of ParticleEmitters.Byallowing multiple emitters in a system, the designer can create elaborate particle effects that are held in a single system. Once created using Cascade, a ParticleSystem can then be inserted into a level or created in script.
class UParticleSystem : public [UFXSystemAsset](API\Runtime\Engine\Particles\UFXSystemAsset)
FColor
BackgroundColor
The background color to display in Cascade
uint8:  1
bAllowManagedTicking
uint8:  1
bAutoDeactivate
uint8:  1
bHasPhysics
Set during load time to indicate that physics is used...
uint8:  1
bOrientZAxisTowardCamera
If true, the system's Z axis will be oriented toward the camera
uint8:  1
bRegenerateLODDuplicate
Internal value that tracks the regenerate LOD levels preference.
uint8:  1
bShouldResetPeakCounts
EDITOR ONLY: Indicates that Cascade would like to have the PeakActiveParticles count reset
uint8:  1
bUseDelayRange
If true, select the emitter delay from the range [DelayLow..Delay]
uint8:  1
bUseFixedRelativeBoundingBox
Whether to use the fixed relative bounding box or calculate it every frame.
uint8:  1
bUseRealtimeThumbnail
Inidicates the old 'real-time' thumbnail rendering should be used
TObjectPtr<UIn...
CurveEdSetup
Used for curve editor to remember curve-editing setup.
FBox
CustomOcclusionBounds
The occlusion bounds to use if OcclusionBoundsMethod is set to EPSOBM_CustomBounds
float
Delay
How long this Particle system should delay when ActivateSystem is called on it.
float
DelayLow
The low end of the emitter delay if using a range.
int32
EditorLODSetting
LOD setting for intepolation (set by Cascade) Range [0..100]
TArray<TObject...
Emitters
Emitters - internal - the array of emitters in the system
FBox
FixedRelativeBoundingBox
Fixed relative bounding box for particle system.
FString
FloorMesh
Cascade 'floor' mesh information.
FVector
FloorPosition
FRotator
FloorRotation
float
FloorScale
FVector
FloorScale3D
float
InsignificanceDelay
Time delay between all emitters becoming insignificant and the systems insignificant reaction.
EParticleSystem...
InsignificantReaction
The reaction this system takes when all emitters are insignificant.
float
LODDistanceCheckTime
LOD How often (in seconds) the system should perform the LOD distance check.
TArray< float >
LODDistances
The array of distances for each LOD level in the system.
TEnumAsByte< en...
LODMethod
The method of LOD level determination to utilize for this particle system PARTICLESYSTEMLODMETHOD_Automatic - Automatically set the LOD level, checking every LODDistanceCheckTime seconds.
TArray<FPartic...
LODSettings
FVector
MacroUVPosition
Local space position that UVs generated with the ParticleMacroUV material node will be centered on.
float
MacroUVRadius
World space radius that UVs generated with the ParticleMacroUV material node will tile based on.
EParticleSignif...
MaxSignificanceLevel
The maximum level of significance for emitters in this system.
uint32
MinTimeBetweenTicks
TArray<FNamedE...
NamedMaterialSlots
Array of named material slots for use by emitters of this system.
TEnumAsByte< en...
OcclusionBoundsMethod
Which occlusion bounds method to use for this particle system.
TObjectPtr<UPa...
PreviewComponent
The component used to preview the particle system in Cascade
float
SecondsBeforeInactive
Number of seconds of emitter not being rendered that need to pass before it no longer gets ticked/ becomes inactive.
TArray< struct ...
SoloTracking
TEnumAsByte< en...
SystemUpdateMode
FRotator
ThumbnailAngle
The angle to use when rendering the thumbnail image
float
ThumbnailDistance
The distance to place the system when rendering the thumbnail image
TObjectPtr< cla...
ThumbnailImage
Internal: The PSys thumbnail image
uint8:  1
ThumbnailImageOutOfDate
Internal: Indicates the PSys thumbnail image is out of date
float
ThumbnailWarmup
The time to warm-up the system for the thumbnail image
float
UpdateTime_Delta
UpdateTime_Delta - internal
float
UpdateTime_FPS
UpdateTime_FPS - the frame per second to update at in FixedTime mode
float
WarmupTickRate
WarmupTickRate - the time step for each tick during warm up.
float
WarmupTime
WarmupTime - the time to warm-up the particle system when first rendered Warning: WarmupTime is implemented by simulating the particle system for the time requested upon activation.